In the sense of the RP. Its that my nation has their people infiltrating everyone's society to gather information to sell on the rumor market. Keeping information as complete and correct as possible increases profits which means very good incentive to do so. On another note, this update 5 is going to be crazy. That espionage report going to be so juicy.
[QUOTE=Sparkeagle;48579251]In the sense of the RP. Its that my nation has their people infiltrating everyone's society to gather information to sell on the rumor market. Keeping information as complete and correct as possible increases profits which means very good incentive to do so. On another note, this update 5 is going to be crazy. That espionage report going to be so juicy.[/QUOTE]
"Sir we have news on the Foxfolk to the far East"
'What is it?'
"They're very nice, sir"
'What?'
"Yes, they're extremely nice. Look, they gave me this necklace!"
[QUOTE=Sparkeagle;48579251]In the sense of the RP. Its that my nation has their people infiltrating everyone's society to gather information to sell on the rumor market. Keeping information as complete and correct as possible increases profits which means very good incentive to do so. On another note, this update 5 is going to be crazy. That espionage report going to be so juicy.[/QUOTE]
"What're them bugfolk doin' Cletus?"
"Well.. they're just sorta lookin' at each other and tiltin' their heads all funny like..."
[QUOTE=Sparkeagle;48579251]In the sense of the RP. Its that my nation has their people infiltrating everyone's society to gather information to sell on the rumor market. Keeping information as complete and correct as possible increases profits which means very good incentive to do so. On another note, this update 5 is going to be crazy. That espionage report going to be so juicy.[/QUOTE]
"What did you find out about the undead?"
"They stink."
[QUOTE=blorgyboy;48584399]"What're them bugfolk doin' Cletus?"
"Well.. they're just sorta lookin' at each other and tiltin' their heads all funny like..."[/QUOTE]
Calling everyone tossers with their weird bug head talking
[QUOTE=Sparkeagle;48579251]In the sense of the RP. Its that my nation has their people infiltrating everyone's society to gather information to sell on the rumor market. Keeping information as complete and correct as possible increases profits which means very good incentive to do so. On another note, this update 5 is going to be crazy. That espionage report going to be so juicy.[/QUOTE]
You wish!
Xenophobia ftw!
Turn sent in. 5 is gonna be sweet
The Aaenshi would like to invite any other nations that desires to set up embassies to send diplomats to Krakozhia.
ETA on the turn? Also, if you've got metal I'm buying! Will pay in magical knowledge.
8/12 turns are in. I still need Diago21, EuSKalduna, Satansick, and Sparkeagle. No ETA just yet due to a hectic schedule.
[QUOTE=Sega Saturn;48607075]8/12 turns are in. I still need Diago21, EuSKalduna, Satansick, and Sparkeagle. No ETA just yet due to a hectic schedule.[/QUOTE]
Thought I submitted mine. Will hop to it
How many turns are in now?
(I'm just making sure this stays on page 1)
I haven't received any of the final four turns. Setting a deadline of Sunday at noon (GMT-5) to get the last turns in before I lock this one down and start writing for real.
My turn didn't go through? Shit. Can you give me a little more time, half an hour at best because typing in the iPad is a pain
[editline]6th September 2015[/editline]
I'm transiting ATM so my net has been limited. I just need under an hour
Bruh.
[QUOTE=EuSKalduna;48626520]My turn didn't go through? Shit. Can you give me a little more time, half an hour at best because typing in the iPad is a pain
[editline]6th September 2015[/editline]
I'm transiting ATM so my net has been limited. I just need under an hour[/QUOTE]
It's 3PM now, still no turn. You had all week, no excuses.
[editline]6th September 2015[/editline]
Also, for the record, Diago was the only one of the four to get a turn in.
[QUOTE=Sega Saturn;48627343]It's 3PM now, still no turn. You had all week, no excuses.
[editline]6th September 2015[/editline]
Also, for the record, Diago was the only one of the four to get a turn in.[/QUOTE]
I give. I don't know why but all three attempts to send my turn failed to actually send. On well, guess there's turmoil on the horizon for rome
Maybe you sent them to the wrong person? Check your sent folder.
[QUOTE=Snoberry Tea;48628529]Maybe you sent them to the wrong person? Check your sent folder.[/QUOTE]
I have; they don't exist
Welp
[QUOTE=EuSKalduna;48628928]I have; they don't exist[/QUOTE]
Make sure you have all the private message settings correct in the "General Settings" section of your user cp. I had the same problem.
Sorry, I am up north and my phone can't get on face punch. I am up visiting family and already attended the wedding at the Renaissance fair. Hopefully I can get my next turn in.
Are you guys ready for the biggest national bromance of this turn?!
Not sure if I'll be able to get the turn out tomorrow. I'm having to drive back home for some medical treatment and will be gone for most of the day.
Don't die on me! I need to lead a glorious war of conquest upon the world once everybody else has fought themselves into the dark ages!
[QUOTE=blorgyboy;48655035]Don't die on me! I need to lead a glorious war of conquest upon the world once everybody else has fought themselves into the dark ages![/QUOTE]
Don't worry, the turn is still coming. I have tonight and most of tomorrow to work on it and I think I can get it out tomorrow evening. Things were bound to slow down regardless of my medical issue on Wednesday purely due to the fall semester being in full swing now.
Edit: Spent a fair amount of time working on it tonight (Fri), and it will be out tomorrow (Sat).
Are you okay?
ETA on the turn? I've already worked up drafts of my next three turns plus contingencies.
[QUOTE=blorgyboy;48670386]ETA on the turn? I've already worked up drafts of my next three turns plus contingencies.[/QUOTE]
It will be out at some point in the next few hours.
[B]Turn V: Year of 554[/B]
[t]http://i.imgur.com/HAVShV1.jpg[/t]
[video=youtube;uwxztLVdU-4]http://www.youtube.com/watch?v=uwxztLVdU-4[/video]
[img]http://i.imgur.com/WpjZ3ZN.png[/img]
[b]United Kingdoms of Sectium - Blorgyboy - Blue[/b]
Race: Multiracial - Antfolk, Mothfolk, Waspfolk, Beefolk
Capital: Greatnest
Population: 260,000
Military Strength: 65,000
Relative Strength: Great Power
Domestic: To counter the steady rise of inflation, Sectium has introduced banks and is heavily promoting savings as a responsible course of action. Merchants and craftspeople don't appreciate the resulting under-consumption, but the decrease in cost for investment capital helps workshops acquire the tools and machines needed to become more efficient, allowing the merchant cost to break even. The thousands of workers on the edge of poverty last year are relieved to see that prices have remained steady, giving them a chance to solidify their position.
External: Great changes are coming about as a result of increased communication with the other great nations, especially the Hollow, with which they establish embassies. A deal is struck to teach them telepathy magic as well as provide them with laborers and corpses to help bolster their society in exchange for soul-rending magic and access to mineral deposits. The Hollow's embassy proves to be a popular attraction, as the shadow priest arranges séances for the insectoids to speak with lost loved ones. Expansion occurs in the northeast while the coastline is explored for potential resources. The sand there proves to be a good mixture for making glass.
Technology: Work is placed into developing a use for the explosive black powder discovered last year. After realizing that the force could be used to propel an object, they create their first rudimentary cannons, installing them inside of fixed defensive positions. Banking practices are introduced to correct the reckless expansion of consumption seen in previous years. In addition, communal gardening is introduced as a method of supplying the nation's less fortunate with jobs and sustenance. Finally, telepathy has been improved with a more intimacy than before, allowing emotions and abstract ideas to be translated directly from person to person. In general, goodwill reigns throughout the Kingdoms as a result of this improved communication ability.
Military: War games are conducted to keep the insectoid armies sharp. Going by suggestions made by aerial units, the army begins equipping certain units with spears to facilitate a diving maneuver. This proves much more effective than the lightweight crossbows used previously, but some units remain equipped with them, creating greater variety within the Kingdoms' armies.
[img]http://puu.sh/jvPtB/2fc3acb2f9.png[/img]
[b]Nenetian Republic - Cxcxxxxx - Orange[/b]
Race: Multiracial - Jackalfolk, Humans
Capital: Amonis
Population: 150,000
Military Strength: 25,000
Relative Strength: Minor Power
Domestic: The highest priority on the national agenda in 554 is the reestablishment of public confidence in the Republic. War with the Umburians has brought a heavy burden down on the people, and so the senators lead by example by eliminating racial, wealth, and historic biases in committee-creation, if only for a limited time, to express the spirit of national unity. This is followed by propaganda which encourages the people to stand together and cooperate, rather than hoarding resources or inciting racial tensions. The dissent of the previous year is now under control, and while there is still a large block of senators who favor negotiations with the Umburians, they hold their tounges as the military achieves successes which had previously eluded it. Economically, the Republic is still weak.
External: A big discovery is made as the Nenetians push further south on the island they share with the Aaenshi, an obelisk which is quite similar to the one found by Panopti several years earlier. Diplomatic and trade relations are established with the Indavi Realm thanks to the military's breakout action earlier in the year. Nenetia nearly lost its southern colony, but is now slowly recovering peacefully alongside the Aaenshi who have also settled on the island now known as Ayon.
Technology: The Nenetians employ a new device during their war with the Umburians, a type of sea mine which uses a shallow submerged chain and buoy combination to catch onto passing ships and explode with Nenetian fire. While working with local minerals, the stonemason's guild discovers how to produce concrete, a substance they had long heard about but had never managed to produce. Nenetia is slowly learning how to become more than just a state. A type of rhetoric is now being used by the monarch and the senate which implies a singular, national identity should be the basis of government. The idea is most popular with humans and the poor. Responding to war demand, the mages guild begins to practice new healing magics and even agrees to post medics on the Republic's naval ships. They are able to save many lives.
Military: Knowing that they are now outclassed by the Umburian navy, the Nenetians enforce much stricter rules of engagement. By refusing to allow any fighting to take place anywhere or anytime the high command disapproves of, the war drags on for a long while before any sign of a counterattack. However, when the opportunity does arrive, the Nenetians seize it and break out of the pseudo siege of the previous year and are able to send merchants to the Indavi realm and even Panopti. More ambitious plans to take the fight back to the Umburian coast are cancelled due to the Republic's inability to gain a true strategic advantage.
[img]http://i.imgur.com/56y9Z4O.png[/img]
[b]Panopti - Diago21 - Beige[/b]
Race: Humans
Capital: Corpus
Population: 170,000
Military Strength: 26,000
Relative Strength: Minor Power
Domestic: Praise be to all that is righteous, the famine appears to be over. The disaster which previously threatened to destroy this island society has instead given its government the opportunity to prove itself worthy of leading, and with the introduction of soylent the previous year, the public seems more supportive than ever. Rationing practices are relaxed, and the people begin to receive more variety in their diets. Elsewhere, the archeologists have reached the consensus that nothing else can be learned about the obelisk unless the gemstone which once occupied its tip is returned.
External: A Roman embassy is established in Corpus, and the people aren't quite sure what this will mean. Their lives had been very isolated before the new regime appeared. The merchants certainly seem happy, however.
Technology: A small, closed-circle group of elite craftsmen and engineers begins to meet in Corpus, searching for means to harness the greater powers of nature. Together, they begin to study lightening, and after realizing that it tends to strike at higher vantage points, they begin to formulate a general body of knowledge about its tendencies. Knowing these tendencies may come in extremely handy if these engineers can find a way to generate the same energy which creates lightning.
Military: Military ships are attached to regularly-scheduled merchant convoys in order to avoid being ambushed. Other ships are dispatched to locate groups willing to join Panopti, such as those residing on nearby islands. However, the people living abroad seem culturally distant from those living on Panopti's home isle, suggesting that they possess a different heritage. Only the island to the south begins to move toward annexation, whereas the rest of Panopti's expansion takes place on its own island.
[img]http://i.imgur.com/isjQ4fR.png[/img]
[b]The Grand Duchy of Calliope - Dr. Ethan Asia - Pink[/b]
Race: Dryads (Elves), Anthousai (Flower Nymphs), Meliae (Ash Tree Nymphs), Naiads (Water Nymphs)
Capital: Erato
Population: 260,000
Military Strength: N/A
Relative Strength: Minor Power
Domestic: The Grand Duchess, Phoebe, appears unwilling to play the Meliaen game. Rather than raise a militia of her own to forcibly disarm her unruly subjects, she instead rearranges the structure of authority within her borders to increase her legitimacy. The Grand Duchy is transformed into a Kingdom, with Phoebe crowned as Queen of Calliope and Duchess of the Dryads. Five Cantons are established to regionalize government, with new ducal titles granted to lead them. The Anthousai and Meliae each receive one such appointment, to the great enthusiasm of the former but to rather indifferent reception to the latter. Nonetheless, many Melaie lay down their arms when ordered to do so by their regent, while still others go underground to resist what they feel has become less of a union and more of a subjugation. As new churches to Alpheiusa are erected in Nymph towns, those in Meliae territory are often attacked in nighttime raids. In other affairs, a new guild is formed for "Commercial Magic," or the use of magic to aid crafts without the use of plant products.
External: The Anthousai, being more likely to roam than other species, are sent abroad to explore. While in the east, they bump into one of the other Nymph races- the Naiads (Water Nymphs). As Calliope continues to expand throughout the year, small numbers of Naiads begin to integrate along coastal territories. Diplomatic ties are established with the Hollow, but as of yet nothing has come of their communication. Umburian envoys also arrive, but are turned away after making a culturally-insensitive suggestion to weaponize Dryad magic.
Technology: By use of magic, the Dryads have developed methods to influence the development and traits of horses, creating a new breed of extremely swift and agile horses, more so than any others in the world. To realize the ambitions of their new queen, a revised political system is developed which envisions government as a multilayered system. After establishing relations with the Hollow, the need for a trade currency becomes apparent. Although Calliope is less equipped with precious metals, its riverbeds and caves have many gemstone deposits which are used to add value to copper coins. Finally, the practice of Commercial Magic is developed, helping to improve the nation's livestock and allowing for crafty development, such as quickly growing trees with large internal cavities which can accommodate a resident.
Military: The number of Melaie militia declines this year, but those that remain become more entrenched against the crown. The Dryad hunters begin receiving unnaturally-capable horses.
[img]http://i.imgur.com/cVqk3sV.png[/img]
[b]Imperium Romana - EuSKalduna (SKIPPED) - Purple[/b]
Race: Human
Capital: Nova Roma
Population: 170,000
Military Strength: 20,000
Relative Strength: Regional Power
Domestic: The plebeians of the Empire are shocked by the Emperor's decision to invade Víkingr, and even more shocked by the speed and recklessness of the advance. Once again, his arbitrary nature is revealed, although dissent is contained due to the overall success of the operation. The nobility, well-aligned to the Emperor's interests, are overjoyed with the new Imperial possessions in the east, as they expect to be granted control over large pieces of the territory once civil order is restored next year. They feel that the solider died bravely, [i]and what else would they be good for?[/i]
External: After the great sacrifice paid by many of the Empires soldiers, Rome acquires roughly half of Víkingr's territory and begins to occupy.
Technology: Roman technology remains stagnant this year as most of the Empire's resources become entangled trying to support the legions in the east.
Military: By the emperor's order, Rome plunges headlong into war against the Víkingr, although not enough warning is given to the generals in order to secure the necessary supplies or to plan beyond the opening weeks. Luckily, the bulk of the enemy forces are tied up fighting the Umburians and are totally unprepared for this sudden drive from the west. Quickly, the Víkingr fold and towns begin surrendering en masse. Less fortunately, as provisions lag behind the legions, food becomes scarce (in part due to the underdevelopment of the Víkingr interior) and medicine is in short supply. Tragically, ten thousand Romans die before the situation is rectified, mostly to illness and malnutrition.
[img]http://i.imgur.com/Zx4uZ7i.png[/img]
[b]Umburian Collective - Firesale69 - Black[/b]
Race: Nords
Capital: Keiffelberg
Population: 250,000
Military Strength: 42,000
Relative Strength: Great Power
Domestic: The Nords continue to prioritize quality of life to protect national unity, this time by building holiday retreats, one in the mountains and the other on the coastline. The majority of goods imported after last year's trade boom are mostly domestic goods, as well. It is almost as if the Umburians aren't at war. Under the surface, the government tweaks its meritocratic policies so that the best workers and minds are promoted to higher social casts, issuing the motto "only the best win." Corruption remains low.
External: This year sees the mostly one-sided war in the south come to an end, with the Collective having secured Roman assistance. Now, the Umburians are occupying half of what was Víkingr. Embassies are established with the Romans and the Hollow, with the latter accepting a trade- the Umburians will send 10,000 corpses (all of which were veterans of the war against Víkingr,) to the Hollow in exchange for knowledge of soul-rending magic and necromancy, the core abilities of their much-feared Death Knights. A second major deal was apparently planned with the Romans, but the latter failed to execute the deal before the end of the year. The near total-monopoly of sea trade is broken after the Nenetians' counterattack.
Technology: In addition to the technologies acquired from the Hollow, the Umburians develop the shock tactic of the spearhead advance, in which heavily-armored, mounted units break through the enemy's line, providing an opportunity for the slower, weaker soldiers to follow in tow. Road building progresses beyond the simple process of laying road- it now involves careful planning on massive scale to ensure that resources and people can be efficiently moved between cities and work zones. Larger, more direct roads are constructed along important routes- known as highways. Experience with simple machinery evolves as the Collective seeks to standardize parts. With gears, bolts, hinges and nails appearing in known sizes, not only can new designs more quickly progress to production, but parts from one can be used to fix another. Finally, Umburian Transmogrification magic is improved, helping to disguise certain units in a similar manner to the Hollow's Shades.
Military: In spring, the Umburians launch a major offensive against the Víkingr which results in the total collapse of the latter's military and government, due in part to the Romans' entry into the war. Only a few thousand soldiers are lost this year to combat. However, conquering the islands off the coast of Víkingr required a decent amount of naval power, some of which was pulled from the fleet engaged in the Nenetian blockade. This action allows the Nenetians to break out during a summer counterattack. In the open waters, the Nenetians, employing crafty new naval technology and cunning strategy, go blow-for-blow against the Umburians and bring the war to stalemate. Umburian ships can no longer reach the Indavi Realm, while Nenetia is cut off from Rome and the far west.
[img]http://i.imgur.com/D3Nhwpo.png[/img]
[b]The Hollow - Killerabv - Dark Blue[/b]
Race: Undead
Capital: Korona
Population: 300,000
Military Strength: 75,000
Relative Strength: Great Power
Domestic: The isolation of the Hollow has finally ended, and the Bone King is certain to educate his subjects about the need for civility with their newfound "friends." Possessing the incredible strength of a great power and yet living as peacefully as a minor one has brought about a particular boredom- to address it, the undead are refining their culture, using newly-built public theatres to present tales of their lives before undeath. Predictably, those who were once famous are famous once more, and a curious trend of reuniting undead celebrities with artifacts (especially portraits and other likenesses) of their original lives begins.
External: The Hollow's foreign outreach program seems to have paid off. The Umburians trade 10,000 corpses in exchange for soul-rending and necromancy. The Kingdoms of Sectium also offer corpses, telepathy magic and temporary laborers in exchange for soul-rending and access to the Hollow's mineral deposits. Finally, Calliope and the Hollow exchange pleasant words and small gifts, pending greater cooperation at a later date. Embassies are established in the Collective and in Sectium. The Bone King is most pleased.
Technology: In addition to the telepathic magic gained from Sectium, the Hollow develops a type of incendiary grenade based on the foul-smelling compounds found in swamp gas. Soldiers joke of "lighting farts" when they use them. Much like Calliope, the Hollow has realized that trading with the great nations requires currency. They are able to easily develop one based on gold, and in many cases simply melt down the gold currency used by their living predecessors and recast it with spooky skulls and such. Theaters are constructed and culture begins to flourish, as described under domestic affairs. Finally, given the Bone King's generosity in providing the secrets of soul-rending to two of the other great nations, the Hollow's mages begin to develop ward spells to protect themselves in case these new friends one day become enemies.
Military: The newly-restructured military goes on the march south, effortlessly gaining ground against the outmatched tribal humans. Interestingly, there are a number of humans who choose not to run or fight, as they have come to terms with the existence of the undead and are willing to coexist.
[img]http://i.imgur.com/0BujdaG.png[/img]
[b]Argak - Minelayer - Dark Green[/b]
Race: Lizardfolk
Capital: Argos
Population: 270,000
Military Strength: 54,000
Relative Strength: Regional Power
Domestic: The march of progress continues as the School of Foreign practices is merged with the Apothecary's Guild. The combined institution is now simply known as the University, and smaller branches are opened in towns throughout the country.
External: A cautious advance is made in the north, aiming to reach a river which is rumored to flow east all the way to the Hollow and beyond. Given that no attacks are conducted, growth can only occur under agreement by local tribes to move away, greatly slowing the expansion, but guaranteeing continued stability.
Technology: Seeking to improve the military's already strong stealth abilities, a new elite assassin's corps is established, with the Lizardfolk training by hunting dangerous game in the deep woods to practice. The University produces concrete benefits to the nation's industries by introducing the foreign practices of rotating fishing and crop growth.
Military: The army runs drills in the lands just outside the border to the east while leaving roughly half of their strength at home. These two halves take turns doing each of these things throughout the year. Lastly, apothecaries improve their practices by learning how to enchant multiple potions at the same time. Trade profits grow as a result.
[img]http://i.imgur.com/s1Au4jb.png[/img]
[b]Víkingr - Satansick (ELIMINATED) - Red[/b]
Race: Humans
Capital: Ostbyen
Population: N/A
Military Strength: N/A
Relative Strength: Shattered Nation
Domestic: Perhaps it was pride, or maybe burning ambition; whatever drove Víkingr to charge headlong into war against the most powerful nation in the world proved to be the tragic flaw of the nation's character. Late winter saw vast disputes over how peace would be offered to the Umburians- would they negotiate? Or would they simply behead the envoys and continue grinding the warriors down, breaking their backs and making them humble? Ultimately, the tribal leaders of Víkingr ran out of time. In the spring of 554, the Umburians went on the offensive, followed shortly by a sudden, unprovoked incursion by the Romans. As the defending army fell and disbanded, village leaders all throughout the countryside begged for mercy from the invading armies. By year's end, there was nothing left of the Víkingr government.
External: Isolated just before the end, no trading or expansion occurred during the year. As suddenly as news of Rome's entry to the war arrived in the world's capitals, so to did word come of Víkingr's total collapse.
Technology: Nothing of note was achieved by Víkingr's innovators in the midst of the occupation.
Military: What was left of the army last year continued to hold the ridge opposite of the Umburian line until early-spring, when the Umburians charged into the valley of death between them. In a matter of three weeks, the defenders had seen their flanks collapse before being encircled and trapped on the barren mountaintops. The center of the line breaks and retreats south, deserting and dissolving in the face of imminent defeat. Barely any bother to attack the Romans when they entered in late April.
[img]http://i.imgur.com/tgGJ1Wu.png[/img]
[b]Indavi Realm - Snoberry Tea - Dark Purple[/b]
Race: Aaenshi (Foxfolk)
Capital: Indavus
Population: 120,000
Military Strength: 25,000
Relative Strength: Minor Power
Domestic: The government invests mainly into mining, forestry, and infrastructure development this year in hopes of catching up to other trade powers. Much of the lumber is put into building larger, heavier trade ships and the port facilities needed to service them. One port, known as Archangel, is especially focussed on, resulting in large amounts of foreign settlers moving to Krakozhia to establish connections to their trading companies abroad.
External: Ixiana is fully colonized and the foothold on the northwestern island is expanded as far as possible before the colonists bump into Nenetians. Frustratingly, it later turns out one of the great obelisks, like the one found in Panopti, is on the southwestern tip of what the Aaenshi begin to call Ayon- in Nenetian hands. Nonetheless, Indavi continues to supply the Nenetian colonies until the latter's mother country finally breaks the Umburian blockade during the summer. Elsewhere, the Aaenshi establish a colony on the mainland to the east. The tribal people there speak of Lizardfolk living yet further east.
Technology: Alchemists develop black powder, similar to that seen in Sectium. Medical practices are collected an indexed to create a general body of medical science, and conventions dedicated to particular maladies help train the Indavi Realm's medics to treat them. Larger merchant ships are developed to accommodate long-distance trading to the western shoreline of the great continent, which are further expedited by the creation of mystic engines- basically large mysterious boxes which generate torque with the use of a drive shaft, similar to the Panopti steam engine. Although powerful, the boxes must be constantly maintained by a small team of trained mages to prevent them from suddenly and catastrophically breaking. On one occasion, an impromptu race was arranged between a Panopti steam ship and an Indavi mystic ship. As the latter pulled out in front, its crew broke into hooting and hollering in celebration. The mages below, unaware of the race taking place, became confused by the sudden commotion and lost concentration at a time when peak focus was needed to maintain the high speed. The engine seized, the rear of the ship was suddenly torn open by a column of blue fire, and the whole vessel split down the middle like a hotdog bun. Nonetheless, development continues and it is projected that future vessels will be more reliable.
Military: Armament projects from the previous year continue, and troops begin to be trained with the crossbow. New barracks are built in various cities throughout the land to house militia and police.
[img]http://i.imgur.com/gqs5wjX.png[/img]
[b]The Fathomless Depths - Sparkeagle (SKIPPED) - Teal[/b]
Race: Cecaelian (Octopusfolk)
Capital: Reef of the Cyclone
Population: 70,000
Military Strength: 16,000
Relative Strength: Minor Power
Domestic: Facing few threats and with little ambition, things continue in the Reefs as before, but perhaps tinged with signs of stagnation.
External: Little is accomplished. The Cecealians note the increased security of Panoptian trade convoys, apparently developed in response to historic aggressions.
Technology: No new technologies are developed. Odd, considering the wealth of scientific progress achieved in other nations this year.
Military: Recruitment stalls out due to a lack of guidance from the new national government, but the Depths do honor their peace agreement with the Umburians by attacking any Nenetian ship within their territory that tries to attack Umburian trade convoys.
[img]http://i.imgur.com/bH38dye.jpg[/img]
[b]Gorkania - Sunny Dei - Brown[/b]
Race: Orcs
Capital: Kaer Drom
Population: 210,000
Military Strength: 48,000
Relative Strength: Great Power
Domestic: The people of Gorkania are delighted to see their nation's finest flying high overhead on the backs of their trained birds. Surely, this is the dawning of a new age. A great celebration is called, and people from all over, even far away lands such as the Umburian Collective, turn up to see the amazing feat. In the wake of this great accomplishment, the country redoubles its efforts in promoting the magical arts in hopes of further distancing itself from its primitive past.
External: The airmobile troops begin to scout out the lands surrounding Gorkania and get a clear idea of the types of terrain. Of note, there seems to be sparsely-populated land to the east on the opposite side of the mountains which would be easy to expand into. In the far west, there is a mountain taller than any other in the world. Its snowy peak is constantly shrouded in cloud cover, but some scouts report seeing a strange silhouette. They are unable to investigate as their birds cannot fly anywhere close to high enough. Expansion is made in a creative way- by settling further up the mountainsides, but then mining tunnels deep inside, the Orcs are able to stay warm throughout the year using
Technology: Iron weaponry is improved upon using alloys, bringing the nation up to Great Power status. Craftsmen Guilds are established to help develop techniques further. A 12-month calendar is created to aid public planning and agriculture, and alchemists begin producing enchanted potions for the first time, similar to those seen in Argak.
Military: General fortification takes place as there is no current need for violence.
==Conflicts==
[b]Nenetian Republic vs. Umburian Collective, Fathomless Depths[/b]
[STATUS: Stalemate]
A lone Nenetian ship scouts the waters off the east coast of the Republic, searching for signs of enemy movement. It's June 20th, and a summer thunderstorm is on the horizon. Against the gray background, the shimmering forms of several large ships rise above the horizon. The Umburians have caught sight of the Nenetian scout and are closing in fast. The little ship turns hard east, but the turn costs speed, and the Umburians close. On the Umburian deck the captain orders for the ballistae to be loaded, when a sudden explosion startles him. Burning goop has been splattered all the way up one side of the ship, catching the deck and rigging on fire- Nenetian fire. Where had it come from? Several other explosions echo in the distance; the other Umburian ships are catching fire as well! Suddenly they see it- a trap, hidden just under the waves waiting for a deep-hulled vesel to snag onto it. Smoke rises into the air, signaling to the Nenetian fleet just beyond the horizon: the battle is here, this is the moment!
In the long run, the strategy of deploying sea mines proved to be only a distraction. The real secret to the Nenetian breakout was the Umburian decision to go on the offensive in Víkingr during the spring, forcing some of its ships to be diverted to serve in the campaign. The leadership of the Collective had been convinced that the Nenetians were already bloodied and wouldn't be able to launch such an attack. By August, the adept maneuvers and ambush tactics begin to thrash the Umburian navy much like they had done to the Nenetians the year prior, forcing the Collective to retreat. Unfortunately for Nenetia, the Collective is still in a stronger trade position, especially since, per their peace agreement, the Fathomless Depths are protecting Umburian trade convoys that pass through their territory. Although the Collective is now cut off from trading with the Indavi Realm, the latter's ships sail right through the warzone untouched to do business at Umburian ports instead.
[b]Umburian Collective, Imperium Romana vs. Víkingr[/b]
[STATUS: Allied Victory]
Erik stood in the middle of his cabbage field at noon, squinting at the nearby hills. He had been hearing drums, beating louder and louder the whole past hour, and, remembering the war in the north and how badly it was going for his countrymen, had been wondering if the Romans were getting involved. The red flags crested the hills, and men with glimmering armor followed. With a jump, he called out for his wife, who soon came running out of the hut to witness the advance of the legion. "Ysolda! Ysolda! I told you it would happen- the Romans have come to rescue us in this terrible time!"
A lone shack stands in the middle of a rotting cabbage field. Scrawled on the wall: "Gaius Valerius Venustus, soldier of the 1st praetorian cohort, killed a lowly cabbage farmer here and seduced his wife Ysolda."
Víkingr's repeated poor decisions and often-absent leadership have finally sunk the country. When the Umburians attacked from the north, the line could not maintain itself and collapsed, only killing around three or four thousand Umburians in the battle. Rome's entry was practically unopposed, and what followed was a straightforward, relentless march to the sea. For the Umburians, it also went beyond by capturing the island holdings which had belonged to the Víkingr. The war is over as Víkingr is no more.
[editline]12th September 2015[/editline]
Also, espionage PMs will happen tomorrow, I'm tired after writing all this.
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